To you watching this... I have no formal training in programming. I'm learning as I go. These visuals are all my recreations. While they're based on the game titled "The Legend of Zelda" for the Nintendo, there is no guide to make 3D meshes as sprites dynamically for a Unity Game. So, not the conventional application or workflow for Unity which is the game engine. Because it's 3D, I'm limited in how I can draw graphics. And I want to make something like SVG (scalable vector graphics), which is why I've resorted to using 3D meshes. They have two arrays which one would be for the vector points in 3D space (x, y, z) and an array of triangles which refer to the first array of points to make them. This requires much less file space, which makes caching them in RAM a good idea (1kb / image) and they look good no matter how they're scaled. Big or small, zoomed in or out, they'll retain the same image quality. Which means, if displayed on a 4K screen they'll look just as clean. The major drawback is having all the meshes and filters that create them. Which can be taxing to the CPU (central processing unit / computer's brain) or the GPU (graphic processing unit). There are ways to optimize but I'm focused on getting this to simply work at the moment. Will do more to make this efficient in the near future.